/***************************************************************************************** * * * OpenSpace * * * * Copyright (c) 2014 * * * * Permission is hereby granted, free of charge, to any person obtaining a copy of this * * software and associated documentation files (the "Software"), to deal in the Software * * without restriction, including without limitation the rights to use, copy, modify, * * merge, publish, distribute, sublicense, and/or sell copies of the Software, and to * * permit persons to whom the Software is furnished to do so, subject to the following * * conditions: * * * * The above copyright notice and this permission notice shall be included in all copies * * or substantial portions of the Software. * * * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A * * PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF * * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE * * OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * ****************************************************************************************/ #version __CONTEXT__ #include "PowerScaling/powerScaling_vs.hglsl" #include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl> #include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl> #include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl> #include <${MODULE_GLOBEBROWSING}/shaders/tilevertexheight.hglsl> uniform mat4 modelViewProjectionTransform; uniform mat4 modelViewTransform; uniform vec3 radiiSquared; uniform vec2 minLatLon; uniform vec2 lonLatScalingFactor; uniform vec3 cameraPosition; layout(location = 1) in vec2 in_uv; out vec2 fs_uv; out vec4 fs_position; out vec3 ellipsoidNormalCameraSpace; out LevelWeights levelWeights; out vec3 positionCameraSpace; PositionNormalPair globalInterpolation() { vec2 lonLatInput; lonLatInput.y = minLatLon.y + lonLatScalingFactor.y * in_uv.y; // Lat lonLatInput.x = minLatLon.x + lonLatScalingFactor.x * in_uv.x; // Lon PositionNormalPair positionPairModelSpace = geodetic2ToCartesian(lonLatInput.y, lonLatInput.x, radiiSquared); return positionPairModelSpace; } void main() { PositionNormalPair pair = globalInterpolation(); float distToVertexOnEllipsoid = length(pair.position - cameraPosition); float levelInterpolationParameter = getLevelInterpolationParameter(chunkLevel, distanceScaleFactor, distToVertexOnEllipsoid); // use level weight for height sampling, and output to fragment shader levelWeights = getLevelWeights(levelInterpolationParameter); // Get the height value float height = getTileVertexHeight(in_uv, levelWeights); // Apply skirts height -= getTileVertexSkirtLength(); // Add the height in the direction of the normal pair.position += pair.normal * height; vec4 positionClippingSpace = modelViewProjectionTransform * vec4(pair.position, 1); // Write output fs_uv = in_uv; fs_position = z_normalization(positionClippingSpace); gl_Position = fs_position; ellipsoidNormalCameraSpace = mat3(modelViewTransform) * pair.normal; positionCameraSpace = vec3(modelViewTransform * vec4(pair.position, 1)); }